Originally Posted by
Lerend
I have to agree here. I'm sure the OP put a lot of time and thought into this, but reading it over it seems far too similar to the crafting jobs with a normal swing, a "more progress but more risk" swing, and a "more quality but more risk" swing, which is a system that admittedly doesn't work in its current iteration and everyone just spams enter unless they're really focusing on HQ results. The DoL definitely need some balancing tweaks and some reworks (like how we have a stat and skill that supposedly increases yield, but most important items are hard capped at a single yield, wth is that about?), but IMO the DoH reworks need to be done *first* so they know what items these nodes should actually be yielding and not have to go back and do it all over again.
Gathering is a part of MMOs that is a repetitive grind by design, there really isn't any way around that. The current system keeps it interactive, but if you make it too complex it becomes a chore that no one is interested in. When my girlfriend whos never played FFXIV walks up and asks "how does that little mining circle thinger work," if it takes more than five minutes to explain I would consider there to be some extremely fundamental flaws with the system. A complex system that takes fifteen minutes to mine a single node for 8 items just wouldn't be practically fun for the majority of the people playing.
I like the current system mechanically, it's just the yields and item tables that need reform.